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This deck's strategy is to use self-mill to fuel delve and delirium to play large creatures for cheap or to search for whatever creature in the toolbox you need at that particular time. The deck can run cheap removal (Abrupt Decay, Murderous Cut, etc.) as well as counterspells, which can be fine tuned for your meta.
Card Explanations:
Epiphany at the Drownyard: fuels delve as well as your hand at instant speed. You can hold up mana for a counterspell or removal and fire this off if your opponent doesn't play a threat.
Remand: Works wonders with Thing in the Ice. Bounce your opponent's spell to remove a counter and draw a card. Bounce your own spell and replay to original to remove 3 counters and draw a card. Great for surprising an opponent and wiping the board before a big attack.
Traverse the Ulvenwald: extremely underrated. Helps fix your mana early game. Can search up a threat in the mid-late game. Delirium can be online turn 1 to search for something turn 2.
Ashiok: Ashiok plays a strong role against creature-based decks. It can steal a creature with 5cmc on the second turn it's on the board, which can be useful. It also helps with delirium if it gets milled.
Gurmag Angler/Tasigur: This is the main payoff for playing delve. Coming in as early as turn 3 and turn 2 respectively, these creatures are your main threats. Tasigur has added utility as a recursion machine in the late game.
Jace: usually flipping the first time he is activated, Jace offers a flashback or two and takes some of the pressure off your life total. He could be played as more than a 1-of, but he is easily tutorable.
Scavenging Ooze: Scooze plays many roles. He can gain you life against burn, become a large threat against decks that can't deal with him, and can exile key cards against graveyard based decks.
Thing in the Ice: this card is awesome. An excellent blocker early, a huge threat late, this card does it all. Although it takes a little bit of work to flip him, it is always worth it. With enough mana and a good hand, he can flip as early as turn 3, though it usually makes sense to wait until you can bounce some opposing creatures.
Card to consider:
Snapcaster Mage: extremely useful for obvious reasons. The only reason he isn't in my build is his price.
Disciple of the Ring: a tutorable finisher. She can use the graveyard as fuel to do a lot of useful things, including protecting herself.
Thragtusk: good against control. If you live long enough against burn to cast this card, it can help you stabilize and raise your life total.
Consult the Necrosages: stumbled across this card while looking at sorceries to help with delirium. It's either a divination or a mind rot. Testing will be required to determine its worth.
Sultai Charm: maybe can be in the sideboard. It can kill some relevant creatures and can offer some card selection or kill an enchantment.
Initial impressions:
After a small amount of testing, the deck seems to be headed in the right direction. Thing in the Ice is a powerful card that hasn't really found a great home, but this could be where it shines. Many of the cards are swappable to suit your own meta.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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